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        <article data-uid="Unity.Mathematics.float4x4">



  <h1 id="Unity_Mathematics_float4x4" data-uid="Unity.Mathematics.float4x4" class="text-break">
    float4x4 结构
  
  </h1>

  <div class="facts text-secondary">
    <dl><dt>命名空间</dt><dd><a class="xref" href="Unity.html">Unity</a>.<a class="xref" href="Unity.Mathematics.html">Mathematics</a></dd></dl>
  <dl><dt>程序集</dt><dd>Fantasy.Net.dll</dd></dl>
  </div>

  <div class="markdown summary"><p>A 4x4 matrix of floats.</p>
</div>
  <div class="markdown conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public struct float4x4 : IEquatable&lt;float4x4&gt;, IFormattable</code></pre>
  </div>





  <dl class="typelist implements">
    <dt>实现</dt>
    <dd>
      <div><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.iequatable-1">IEquatable</a>&lt;<a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a>&gt;</div>
      <div><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.iformattable">IFormattable</a></div>
    </dd>
  </dl>


  <dl class="typelist derived">
    <dt>继承成员</dt>
    <dd>
    <div>
      <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object.gettype">object.GetType()</a>
    </div>
    <div>
      <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object.equals#system-object-equals(system-object-system-object)">object.Equals(object, object)</a>
    </div>
    <div>
      <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object.referenceequals">object.ReferenceEquals(object, object)</a>
    </div>
  </dd></dl>

  <dl class="typelist extensionMethods">
    <dt>扩展方法</dt>
    <dd>
  <div>
      <a class="xref" href="Fantasy.Helper.JsonHelper.html#Fantasy_Helper_JsonHelper_ToJson__1___0_">JsonHelper.ToJson&lt;T&gt;(T)</a>
  </div>
  </dd></dl>





  <h2 class="section" id="constructors">构造函数
</h2>


  <a id="Unity_Mathematics_float4x4__ctor_" data-uid="Unity.Mathematics.float4x4.#ctor*"></a>

  <h3 id="Unity_Mathematics_float4x4__ctor_System_Boolean_" data-uid="Unity.Mathematics.float4x4.#ctor(System.Boolean)">
  float4x4(bool)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float4x4 matrix from a single bool value by converting it to float and assigning it to every component.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float4x4(bool v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.boolean">bool</a></dt>
    <dd><p>bool to convert to float4x4</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_float4x4__ctor_" data-uid="Unity.Mathematics.float4x4.#ctor*"></a>

  <h3 id="Unity_Mathematics_float4x4__ctor_System_Double_" data-uid="Unity.Mathematics.float4x4.#ctor(System.Double)">
  float4x4(double)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float4x4 matrix from a single double value by converting it to float and assigning it to every component.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float4x4(double v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.double">double</a></dt>
    <dd><p>double to convert to float4x4</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_float4x4__ctor_" data-uid="Unity.Mathematics.float4x4.#ctor*"></a>

  <h3 id="Unity_Mathematics_float4x4__ctor_System_Int32_" data-uid="Unity.Mathematics.float4x4.#ctor(System.Int32)">
  float4x4(int)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float4x4 matrix from a single int value by converting it to float and assigning it to every component.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float4x4(int v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.int32">int</a></dt>
    <dd><p>int to convert to float4x4</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_float4x4__ctor_" data-uid="Unity.Mathematics.float4x4.#ctor*"></a>

  <h3 id="Unity_Mathematics_float4x4__ctor_System_Single_" data-uid="Unity.Mathematics.float4x4.#ctor(System.Single)">
  float4x4(float)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float4x4 matrix from a single float value by assigning it to every component.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float4x4(float v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>float to convert to float4x4</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_float4x4__ctor_" data-uid="Unity.Mathematics.float4x4.#ctor*"></a>

  <h3 id="Unity_Mathematics_float4x4__ctor_System_Single_System_Single_System_Single_System_Single_System_Single_System_Single_System_Single_System_Single_System_Single_System_Single_System_Single_System_Single_System_Single_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.float4x4.#ctor(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
  float4x4(float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float4x4 matrix from 16 float values given in row-major order.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float4x4(float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>m00</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The matrix at row 0, column 0 will be set to this value.</p>
</dd>
    <dt><code>m01</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The matrix at row 0, column 1 will be set to this value.</p>
</dd>
    <dt><code>m02</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The matrix at row 0, column 2 will be set to this value.</p>
</dd>
    <dt><code>m03</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The matrix at row 0, column 3 will be set to this value.</p>
</dd>
    <dt><code>m10</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The matrix at row 1, column 0 will be set to this value.</p>
</dd>
    <dt><code>m11</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The matrix at row 1, column 1 will be set to this value.</p>
</dd>
    <dt><code>m12</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The matrix at row 1, column 2 will be set to this value.</p>
</dd>
    <dt><code>m13</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The matrix at row 1, column 3 will be set to this value.</p>
</dd>
    <dt><code>m20</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The matrix at row 2, column 0 will be set to this value.</p>
</dd>
    <dt><code>m21</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The matrix at row 2, column 1 will be set to this value.</p>
</dd>
    <dt><code>m22</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The matrix at row 2, column 2 will be set to this value.</p>
</dd>
    <dt><code>m23</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The matrix at row 2, column 3 will be set to this value.</p>
</dd>
    <dt><code>m30</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The matrix at row 3, column 0 will be set to this value.</p>
</dd>
    <dt><code>m31</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The matrix at row 3, column 1 will be set to this value.</p>
</dd>
    <dt><code>m32</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The matrix at row 3, column 2 will be set to this value.</p>
</dd>
    <dt><code>m33</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The matrix at row 3, column 3 will be set to this value.</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_float4x4__ctor_" data-uid="Unity.Mathematics.float4x4.#ctor*"></a>

  <h3 id="Unity_Mathematics_float4x4__ctor_System_UInt32_" data-uid="Unity.Mathematics.float4x4.#ctor(System.UInt32)">
  float4x4(uint)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float4x4 matrix from a single uint value by converting it to float and assigning it to every component.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float4x4(uint v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.uint32">uint</a></dt>
    <dd><p>uint to convert to float4x4</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_float4x4__ctor_" data-uid="Unity.Mathematics.float4x4.#ctor*"></a>

  <h3 id="Unity_Mathematics_float4x4__ctor_Unity_Mathematics_RigidTransform_" data-uid="Unity.Mathematics.float4x4.#ctor(Unity.Mathematics.RigidTransform)">
  float4x4(RigidTransform)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float4x4 from a RigidTransform.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float4x4(RigidTransform transform)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>transform</code> <a class="xref" href="Unity.Mathematics.RigidTransform.html">RigidTransform</a></dt>
    <dd><p>The RigidTransform.</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_float4x4__ctor_" data-uid="Unity.Mathematics.float4x4.#ctor*"></a>

  <h3 id="Unity_Mathematics_float4x4__ctor_Unity_Mathematics_bool4x4_" data-uid="Unity.Mathematics.float4x4.#ctor(Unity.Mathematics.bool4x4)">
  float4x4(bool4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float4x4 matrix from a bool4x4 matrix by componentwise conversion.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float4x4(bool4x4 v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="Unity.Mathematics.bool4x4.html">bool4x4</a></dt>
    <dd><p>bool4x4 to convert to float4x4</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_float4x4__ctor_" data-uid="Unity.Mathematics.float4x4.#ctor*"></a>

  <h3 id="Unity_Mathematics_float4x4__ctor_Unity_Mathematics_double4x4_" data-uid="Unity.Mathematics.float4x4.#ctor(Unity.Mathematics.double4x4)">
  float4x4(double4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float4x4 matrix from a double4x4 matrix by componentwise conversion.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float4x4(double4x4 v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="Unity.Mathematics.double4x4.html">double4x4</a></dt>
    <dd><p>double4x4 to convert to float4x4</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_float4x4__ctor_" data-uid="Unity.Mathematics.float4x4.#ctor*"></a>

  <h3 id="Unity_Mathematics_float4x4__ctor_Unity_Mathematics_float3x3_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.float4x4.#ctor(Unity.Mathematics.float3x3,Unity.Mathematics.float3)">
  float4x4(float3x3, float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float4x4 from a float3x3 rotation matrix and a float3 translation vector.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float4x4(float3x3 rotation, float3 translation)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>rotation</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 rotation matrix.</p>
</dd>
    <dt><code>translation</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The translation vector.</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_float4x4__ctor_" data-uid="Unity.Mathematics.float4x4.#ctor*"></a>

  <h3 id="Unity_Mathematics_float4x4__ctor_Unity_Mathematics_float4_Unity_Mathematics_float4_Unity_Mathematics_float4_Unity_Mathematics_float4_" data-uid="Unity.Mathematics.float4x4.#ctor(Unity.Mathematics.float4,Unity.Mathematics.float4,Unity.Mathematics.float4,Unity.Mathematics.float4)">
  float4x4(float4, float4, float4, float4)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float4x4 matrix from four float4 vectors.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float4x4(float4 c0, float4 c1, float4 c2, float4 c3)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>c0</code> <a class="xref" href="Unity.Mathematics.float4.html">float4</a></dt>
    <dd><p>The matrix column c0 will be set to this value.</p>
</dd>
    <dt><code>c1</code> <a class="xref" href="Unity.Mathematics.float4.html">float4</a></dt>
    <dd><p>The matrix column c1 will be set to this value.</p>
</dd>
    <dt><code>c2</code> <a class="xref" href="Unity.Mathematics.float4.html">float4</a></dt>
    <dd><p>The matrix column c2 will be set to this value.</p>
</dd>
    <dt><code>c3</code> <a class="xref" href="Unity.Mathematics.float4.html">float4</a></dt>
    <dd><p>The matrix column c3 will be set to this value.</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_float4x4__ctor_" data-uid="Unity.Mathematics.float4x4.#ctor*"></a>

  <h3 id="Unity_Mathematics_float4x4__ctor_Unity_Mathematics_int4x4_" data-uid="Unity.Mathematics.float4x4.#ctor(Unity.Mathematics.int4x4)">
  float4x4(int4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float4x4 matrix from a int4x4 matrix by componentwise conversion.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float4x4(int4x4 v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="Unity.Mathematics.int4x4.html">int4x4</a></dt>
    <dd><p>int4x4 to convert to float4x4</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_float4x4__ctor_" data-uid="Unity.Mathematics.float4x4.#ctor*"></a>

  <h3 id="Unity_Mathematics_float4x4__ctor_Unity_Mathematics_quaternion_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.float4x4.#ctor(Unity.Mathematics.quaternion,Unity.Mathematics.float3)">
  float4x4(quaternion, float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float4x4 from a quaternion and a float3 translation vector.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float4x4(quaternion rotation, float3 translation)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>rotation</code> <a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd><p>The quaternion rotation.</p>
</dd>
    <dt><code>translation</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The translation vector.</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_float4x4__ctor_" data-uid="Unity.Mathematics.float4x4.#ctor*"></a>

  <h3 id="Unity_Mathematics_float4x4__ctor_Unity_Mathematics_uint4x4_" data-uid="Unity.Mathematics.float4x4.#ctor(Unity.Mathematics.uint4x4)">
  float4x4(uint4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float4x4 matrix from a uint4x4 matrix by componentwise conversion.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float4x4(uint4x4 v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="Unity.Mathematics.uint4x4.html">uint4x4</a></dt>
    <dd><p>uint4x4 to convert to float4x4</p>
</dd>
  </dl>












  <h2 class="section" id="fields">字段
</h2>



  <h3 id="Unity_Mathematics_float4x4_c0" data-uid="Unity.Mathematics.float4x4.c0">
  c0
  
  </h3>

  <div class="markdown level1 summary"><p>Column 0 of the matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float4 c0</code></pre>
  </div>




  <h4 class="section">字段值</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4.html">float4</a></dt>
    <dd></dd>
  </dl>










  <h3 id="Unity_Mathematics_float4x4_c1" data-uid="Unity.Mathematics.float4x4.c1">
  c1
  
  </h3>

  <div class="markdown level1 summary"><p>Column 1 of the matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float4 c1</code></pre>
  </div>




  <h4 class="section">字段值</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4.html">float4</a></dt>
    <dd></dd>
  </dl>










  <h3 id="Unity_Mathematics_float4x4_c2" data-uid="Unity.Mathematics.float4x4.c2">
  c2
  
  </h3>

  <div class="markdown level1 summary"><p>Column 2 of the matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float4 c2</code></pre>
  </div>




  <h4 class="section">字段值</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4.html">float4</a></dt>
    <dd></dd>
  </dl>










  <h3 id="Unity_Mathematics_float4x4_c3" data-uid="Unity.Mathematics.float4x4.c3">
  c3
  
  </h3>

  <div class="markdown level1 summary"><p>Column 3 of the matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float4 c3</code></pre>
  </div>




  <h4 class="section">字段值</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4.html">float4</a></dt>
    <dd></dd>
  </dl>










  <h3 id="Unity_Mathematics_float4x4_identity" data-uid="Unity.Mathematics.float4x4.identity">
  identity
  
  </h3>

  <div class="markdown level1 summary"><p>float4x4 identity transform.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static readonly float4x4 identity</code></pre>
  </div>




  <h4 class="section">字段值</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd></dd>
  </dl>










  <h3 id="Unity_Mathematics_float4x4_zero" data-uid="Unity.Mathematics.float4x4.zero">
  zero
  
  </h3>

  <div class="markdown level1 summary"><p>float4x4 zero value.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static readonly float4x4 zero</code></pre>
  </div>




  <h4 class="section">字段值</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd></dd>
  </dl>









  <h2 class="section" id="properties">属性
</h2>


  <a id="Unity_Mathematics_float4x4_Item_" data-uid="Unity.Mathematics.float4x4.Item*"></a>

  <h3 id="Unity_Mathematics_float4x4_Item_System_Int32_" data-uid="Unity.Mathematics.float4x4.Item(System.Int32)">
  this[int]
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the float4 element at a specified index.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public ref float4 this[int index] { get; }</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>index</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.int32">int</a></dt>
    <dd></dd>
  </dl>




  <h4 class="section">属性值</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4.html">float4</a></dt>
    <dd></dd>
  </dl>








  <h2 class="section" id="methods">方法
</h2>


  <a id="Unity_Mathematics_float4x4_AxisAngle_" data-uid="Unity.Mathematics.float4x4.AxisAngle*"></a>

  <h3 id="Unity_Mathematics_float4x4_AxisAngle_Unity_Mathematics_float3_System_Single_" data-uid="Unity.Mathematics.float4x4.AxisAngle(Unity.Mathematics.float3,System.Single)">
  AxisAngle(float3, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 matrix representing a rotation around a unit axis by an angle in radians.
The rotation direction is clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 AxisAngle(float3 axis, float angle)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>axis</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The axis of rotation.</p>
</dd>
    <dt><code>angle</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The angle of rotation in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 matrix representing the rotation about an axis.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_Equals_" data-uid="Unity.Mathematics.float4x4.Equals*"></a>

  <h3 id="Unity_Mathematics_float4x4_Equals_System_Object_" data-uid="Unity.Mathematics.float4x4.Equals(System.Object)">
  Equals(object)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns true if the float4x4 is equal to a given float4x4, false otherwise.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public override bool Equals(object o)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>o</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object">object</a></dt>
    <dd><p>Right hand side argument to compare equality with.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.boolean">bool</a></dt>
    <dd><p>The result of the equality comparison.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_Equals_" data-uid="Unity.Mathematics.float4x4.Equals*"></a>

  <h3 id="Unity_Mathematics_float4x4_Equals_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.Equals(Unity.Mathematics.float4x4)">
  Equals(float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns true if the float4x4 is equal to a given float4x4, false otherwise.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public bool Equals(float4x4 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Right hand side argument to compare equality with.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.boolean">bool</a></dt>
    <dd><p>The result of the equality comparison.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_Euler_" data-uid="Unity.Mathematics.float4x4.Euler*"></a>

  <h3 id="Unity_Mathematics_float4x4_Euler_System_Single_System_Single_System_Single_Unity_Mathematics_math_RotationOrder_" data-uid="Unity.Mathematics.float4x4.Euler(System.Single,System.Single,System.Single,Unity.Mathematics.math.RotationOrder)">
  Euler(float, float, float, RotationOrder)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 rotation matrix constructed by first performing 3 rotations around the principal axes in a given order.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
When the rotation order is known at compile time, it is recommended for performance reasons to use specific
Euler rotation constructors such as EulerZXY(...).</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 Euler(float x, float y, float z, math.RotationOrder order = RotationOrder.Default)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
    <dt><code>order</code> <a class="xref" href="Unity.Mathematics.math.html">math</a>.<a class="xref" href="Unity.Mathematics.math.RotationOrder.html">RotationOrder</a></dt>
    <dd><p>The order in which the rotations are applied.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 rotation matrix of the Euler angle rotation in given order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_Euler_" data-uid="Unity.Mathematics.float4x4.Euler*"></a>

  <h3 id="Unity_Mathematics_float4x4_Euler_Unity_Mathematics_float3_Unity_Mathematics_math_RotationOrder_" data-uid="Unity.Mathematics.float4x4.Euler(Unity.Mathematics.float3,Unity.Mathematics.math.RotationOrder)">
  Euler(float3, RotationOrder)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 constructed by first performing 3 rotations around the principal axes in a given order.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
When the rotation order is known at compile time, it is recommended for performance reasons to use specific
Euler rotation constructors such as EulerZXY(...).</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 Euler(float3 xyz, math.RotationOrder order = RotationOrder.Default)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
    <dt><code>order</code> <a class="xref" href="Unity.Mathematics.math.html">math</a>.<a class="xref" href="Unity.Mathematics.math.RotationOrder.html">RotationOrder</a></dt>
    <dd><p>The order in which the rotations are applied.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 rotation matrix of the Euler angle rotation in given order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_EulerXYZ_" data-uid="Unity.Mathematics.float4x4.EulerXYZ*"></a>

  <h3 id="Unity_Mathematics_float4x4_EulerXYZ_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.float4x4.EulerXYZ(System.Single,System.Single,System.Single)">
  EulerXYZ(float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 rotation matrix constructed by first performing a rotation around the x-axis, then the y-axis and finally the z-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 EulerXYZ(float x, float y, float z)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 rotation matrix of the Euler angle rotation in x-y-z order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_EulerXYZ_" data-uid="Unity.Mathematics.float4x4.EulerXYZ*"></a>

  <h3 id="Unity_Mathematics_float4x4_EulerXYZ_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.float4x4.EulerXYZ(Unity.Mathematics.float3)">
  EulerXYZ(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 rotation matrix constructed by first performing a rotation around the x-axis, then the y-axis and finally the z-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 EulerXYZ(float3 xyz)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 rotation matrix of the Euler angle rotation in x-y-z order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_EulerXZY_" data-uid="Unity.Mathematics.float4x4.EulerXZY*"></a>

  <h3 id="Unity_Mathematics_float4x4_EulerXZY_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.float4x4.EulerXZY(System.Single,System.Single,System.Single)">
  EulerXZY(float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 rotation matrix constructed by first performing a rotation around the x-axis, then the z-axis and finally the y-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 EulerXZY(float x, float y, float z)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 rotation matrix of the Euler angle rotation in x-z-y order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_EulerXZY_" data-uid="Unity.Mathematics.float4x4.EulerXZY*"></a>

  <h3 id="Unity_Mathematics_float4x4_EulerXZY_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.float4x4.EulerXZY(Unity.Mathematics.float3)">
  EulerXZY(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 rotation matrix constructed by first performing a rotation around the x-axis, then the z-axis and finally the y-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 EulerXZY(float3 xyz)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 rotation matrix of the Euler angle rotation in x-z-y order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_EulerYXZ_" data-uid="Unity.Mathematics.float4x4.EulerYXZ*"></a>

  <h3 id="Unity_Mathematics_float4x4_EulerYXZ_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.float4x4.EulerYXZ(System.Single,System.Single,System.Single)">
  EulerYXZ(float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 rotation matrix constructed by first performing a rotation around the y-axis, then the x-axis and finally the z-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 EulerYXZ(float x, float y, float z)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 rotation matrix of the Euler angle rotation in y-x-z order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_EulerYXZ_" data-uid="Unity.Mathematics.float4x4.EulerYXZ*"></a>

  <h3 id="Unity_Mathematics_float4x4_EulerYXZ_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.float4x4.EulerYXZ(Unity.Mathematics.float3)">
  EulerYXZ(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 rotation matrix constructed by first performing a rotation around the y-axis, then the x-axis and finally the z-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 EulerYXZ(float3 xyz)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 rotation matrix of the Euler angle rotation in y-x-z order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_EulerYZX_" data-uid="Unity.Mathematics.float4x4.EulerYZX*"></a>

  <h3 id="Unity_Mathematics_float4x4_EulerYZX_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.float4x4.EulerYZX(System.Single,System.Single,System.Single)">
  EulerYZX(float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 rotation matrix constructed by first performing a rotation around the y-axis, then the z-axis and finally the x-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 EulerYZX(float x, float y, float z)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 rotation matrix of the Euler angle rotation in y-z-x order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_EulerYZX_" data-uid="Unity.Mathematics.float4x4.EulerYZX*"></a>

  <h3 id="Unity_Mathematics_float4x4_EulerYZX_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.float4x4.EulerYZX(Unity.Mathematics.float3)">
  EulerYZX(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 rotation matrix constructed by first performing a rotation around the y-axis, then the z-axis and finally the x-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 EulerYZX(float3 xyz)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 rotation matrix of the Euler angle rotation in y-z-x order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_EulerZXY_" data-uid="Unity.Mathematics.float4x4.EulerZXY*"></a>

  <h3 id="Unity_Mathematics_float4x4_EulerZXY_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.float4x4.EulerZXY(System.Single,System.Single,System.Single)">
  EulerZXY(float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 rotation matrix constructed by first performing a rotation around the z-axis, then the x-axis and finally the y-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
This is the default order rotation order in Unity.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 EulerZXY(float x, float y, float z)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 rotation matrix of the Euler angle rotation in z-x-y order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_EulerZXY_" data-uid="Unity.Mathematics.float4x4.EulerZXY*"></a>

  <h3 id="Unity_Mathematics_float4x4_EulerZXY_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.float4x4.EulerZXY(Unity.Mathematics.float3)">
  EulerZXY(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 rotation matrix constructed by first performing a rotation around the z-axis, then the x-axis and finally the y-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
This is the default order rotation order in Unity.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 EulerZXY(float3 xyz)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 rotation matrix of the Euler angle rotation in z-x-y order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_EulerZYX_" data-uid="Unity.Mathematics.float4x4.EulerZYX*"></a>

  <h3 id="Unity_Mathematics_float4x4_EulerZYX_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.float4x4.EulerZYX(System.Single,System.Single,System.Single)">
  EulerZYX(float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 rotation matrix constructed by first performing a rotation around the z-axis, then the y-axis and finally the x-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 EulerZYX(float x, float y, float z)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 rotation matrix of the Euler angle rotation in z-y-x order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_EulerZYX_" data-uid="Unity.Mathematics.float4x4.EulerZYX*"></a>

  <h3 id="Unity_Mathematics_float4x4_EulerZYX_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.float4x4.EulerZYX(Unity.Mathematics.float3)">
  EulerZYX(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 rotation matrix constructed by first performing a rotation around the z-axis, then the y-axis and finally the x-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 EulerZYX(float3 xyz)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 rotation matrix of the Euler angle rotation in z-y-x order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_GetHashCode_" data-uid="Unity.Mathematics.float4x4.GetHashCode*"></a>

  <h3 id="Unity_Mathematics_float4x4_GetHashCode" data-uid="Unity.Mathematics.float4x4.GetHashCode">
  GetHashCode()
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a hash code for the float4x4.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public override int GetHashCode()</code></pre>
  </div>


  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.int32">int</a></dt>
    <dd><p>The computed hash code.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_LookAt_" data-uid="Unity.Mathematics.float4x4.LookAt*"></a>

  <h3 id="Unity_Mathematics_float4x4_LookAt_Unity_Mathematics_float3_Unity_Mathematics_float3_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.float4x4.LookAt(Unity.Mathematics.float3,Unity.Mathematics.float3,Unity.Mathematics.float3)">
  LookAt(float3, float3, float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 view matrix given an eye position, a target point and a unit length up vector.
The up vector is assumed to be unit length, the eye and target points are assumed to be distinct and
the vector between them is assumes to be collinear with the up vector.
If these assumptions are not met use float4x4.LookRotationSafe instead.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 LookAt(float3 eye, float3 target, float3 up)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>eye</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The eye position.</p>
</dd>
    <dt><code>target</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The view target position.</p>
</dd>
    <dt><code>up</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The eye up direction.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 view matrix.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_Ortho_" data-uid="Unity.Mathematics.float4x4.Ortho*"></a>

  <h3 id="Unity_Mathematics_float4x4_Ortho_System_Single_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.float4x4.Ortho(System.Single,System.Single,System.Single,System.Single)">
  Ortho(float, float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 centered orthographic projection matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 Ortho(float width, float height, float near, float far)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>width</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The width of the view volume.</p>
</dd>
    <dt><code>height</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The height of the view volume.</p>
</dd>
    <dt><code>near</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The distance to the near plane.</p>
</dd>
    <dt><code>far</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The distance to the far plane.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 centered orthographic projection matrix.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_OrthoOffCenter_" data-uid="Unity.Mathematics.float4x4.OrthoOffCenter*"></a>

  <h3 id="Unity_Mathematics_float4x4_OrthoOffCenter_System_Single_System_Single_System_Single_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.float4x4.OrthoOffCenter(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
  OrthoOffCenter(float, float, float, float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 off-center orthographic projection matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 OrthoOffCenter(float left, float right, float bottom, float top, float near, float far)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>left</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The minimum x-coordinate of the view volume.</p>
</dd>
    <dt><code>right</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The maximum x-coordinate of the view volume.</p>
</dd>
    <dt><code>bottom</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The minimum y-coordinate of the view volume.</p>
</dd>
    <dt><code>top</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The minimum y-coordinate of the view volume.</p>
</dd>
    <dt><code>near</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The distance to the near plane.</p>
</dd>
    <dt><code>far</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The distance to the far plane.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 off-center orthographic projection matrix.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_PerspectiveFov_" data-uid="Unity.Mathematics.float4x4.PerspectiveFov*"></a>

  <h3 id="Unity_Mathematics_float4x4_PerspectiveFov_System_Single_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.float4x4.PerspectiveFov(System.Single,System.Single,System.Single,System.Single)">
  PerspectiveFov(float, float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 perspective projection matrix based on field of view.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 PerspectiveFov(float verticalFov, float aspect, float near, float far)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>verticalFov</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Vertical Field of view in radians.</p>
</dd>
    <dt><code>aspect</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>X:Y aspect ratio.</p>
</dd>
    <dt><code>near</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Distance to near plane. Must be greater than zero.</p>
</dd>
    <dt><code>far</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Distance to far plane. Must be greater than zero.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 perspective projection matrix.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_PerspectiveOffCenter_" data-uid="Unity.Mathematics.float4x4.PerspectiveOffCenter*"></a>

  <h3 id="Unity_Mathematics_float4x4_PerspectiveOffCenter_System_Single_System_Single_System_Single_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.float4x4.PerspectiveOffCenter(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
  PerspectiveOffCenter(float, float, float, float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 off-center perspective projection matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 PerspectiveOffCenter(float left, float right, float bottom, float top, float near, float far)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>left</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The x-coordinate of the left side of the clipping frustum at the near plane.</p>
</dd>
    <dt><code>right</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The x-coordinate of the right side of the clipping frustum at the near plane.</p>
</dd>
    <dt><code>bottom</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The y-coordinate of the bottom side of the clipping frustum at the near plane.</p>
</dd>
    <dt><code>top</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The y-coordinate of the top side of the clipping frustum at the near plane.</p>
</dd>
    <dt><code>near</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Distance to the near plane. Must be greater than zero.</p>
</dd>
    <dt><code>far</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Distance to the far plane. Must be greater than zero.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 off-center perspective projection matrix.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_RotateX_" data-uid="Unity.Mathematics.float4x4.RotateX*"></a>

  <h3 id="Unity_Mathematics_float4x4_RotateX_System_Single_" data-uid="Unity.Mathematics.float4x4.RotateX(System.Single)">
  RotateX(float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 matrix that rotates around the x-axis by a given number of radians.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 RotateX(float angle)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>angle</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The clockwise rotation angle when looking along the x-axis towards the origin in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 rotation matrix that rotates around the x-axis.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_RotateY_" data-uid="Unity.Mathematics.float4x4.RotateY*"></a>

  <h3 id="Unity_Mathematics_float4x4_RotateY_System_Single_" data-uid="Unity.Mathematics.float4x4.RotateY(System.Single)">
  RotateY(float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 matrix that rotates around the y-axis by a given number of radians.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 RotateY(float angle)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>angle</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The clockwise rotation angle when looking along the y-axis towards the origin in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 rotation matrix that rotates around the y-axis.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_RotateZ_" data-uid="Unity.Mathematics.float4x4.RotateZ*"></a>

  <h3 id="Unity_Mathematics_float4x4_RotateZ_System_Single_" data-uid="Unity.Mathematics.float4x4.RotateZ(System.Single)">
  RotateZ(float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 matrix that rotates around the z-axis by a given number of radians.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 RotateZ(float angle)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>angle</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The clockwise rotation angle when looking along the z-axis towards the origin in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 rotation matrix that rotates around the z-axis.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_Scale_" data-uid="Unity.Mathematics.float4x4.Scale*"></a>

  <h3 id="Unity_Mathematics_float4x4_Scale_System_Single_" data-uid="Unity.Mathematics.float4x4.Scale(System.Single)">
  Scale(float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 scale matrix given 3 axis scales.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 Scale(float s)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>s</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The uniform scaling factor.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 matrix that represents a uniform scale.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_Scale_" data-uid="Unity.Mathematics.float4x4.Scale*"></a>

  <h3 id="Unity_Mathematics_float4x4_Scale_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.float4x4.Scale(System.Single,System.Single,System.Single)">
  Scale(float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 scale matrix given a float3 vector containing the 3 axis scales.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 Scale(float x, float y, float z)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The x-axis scaling factor.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The y-axis scaling factor.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The z-axis scaling factor.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 matrix that represents a non-uniform scale.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_Scale_" data-uid="Unity.Mathematics.float4x4.Scale*"></a>

  <h3 id="Unity_Mathematics_float4x4_Scale_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.float4x4.Scale(Unity.Mathematics.float3)">
  Scale(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 scale matrix given a float3 vector containing the 3 axis scales.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 Scale(float3 scales)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>scales</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The vector containing scale factors for each axis.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 matrix that represents a non-uniform scale.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_TRS_" data-uid="Unity.Mathematics.float4x4.TRS*"></a>

  <h3 id="Unity_Mathematics_float4x4_TRS_Unity_Mathematics_float3_Unity_Mathematics_quaternion_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.float4x4.TRS(Unity.Mathematics.float3,Unity.Mathematics.quaternion,Unity.Mathematics.float3)">
  TRS(float3, quaternion, float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 matrix representing a combined scale-, rotation- and translation transform.
Equivalent to mul(translationTransform, mul(rotationTransform, scaleTransform)).</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 TRS(float3 translation, quaternion rotation, float3 scale)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>translation</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The translation vector.</p>
</dd>
    <dt><code>rotation</code> <a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd><p>The quaternion rotation.</p>
</dd>
    <dt><code>scale</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The scaling factors of each axis.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 matrix representing the translation, rotation, and scale by the inputs.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_ToString_" data-uid="Unity.Mathematics.float4x4.ToString*"></a>

  <h3 id="Unity_Mathematics_float4x4_ToString" data-uid="Unity.Mathematics.float4x4.ToString">
  ToString()
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a string representation of the float4x4.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public override string ToString()</code></pre>
  </div>


  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.string">string</a></dt>
    <dd><p>String representation of the value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_ToString_" data-uid="Unity.Mathematics.float4x4.ToString*"></a>

  <h3 id="Unity_Mathematics_float4x4_ToString_System_String_System_IFormatProvider_" data-uid="Unity.Mathematics.float4x4.ToString(System.String,System.IFormatProvider)">
  ToString(string, IFormatProvider)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a string representation of the float4x4 using a specified format and culture-specific format information.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public string ToString(string format, IFormatProvider formatProvider)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>format</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.string">string</a></dt>
    <dd><p>Format string to use during string formatting.</p>
</dd>
    <dt><code>formatProvider</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.iformatprovider">IFormatProvider</a></dt>
    <dd><p>Format provider to use during string formatting.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.string">string</a></dt>
    <dd><p>String representation of the value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_Translate_" data-uid="Unity.Mathematics.float4x4.Translate*"></a>

  <h3 id="Unity_Mathematics_float4x4_Translate_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.float4x4.Translate(Unity.Mathematics.float3)">
  Translate(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float4x4 translation matrix given a float3 translation vector.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 Translate(float3 vector)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>vector</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The translation vector.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 translation matrix.</p>
</dd>
  </dl>











  <h2 class="section" id="operators">运算符
</h2>


  <a id="Unity_Mathematics_float4x4_op_Addition_" data-uid="Unity.Mathematics.float4x4.op_Addition*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Addition_System_Single_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.op_Addition(System.Single,Unity.Mathematics.float4x4)">
  operator +(float, float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise addition operation on a float value and a float4x4 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 operator +(float lhs, float4x4 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Left hand side float to use to compute componentwise addition.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Right hand side float4x4 to use to compute componentwise addition.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>float4x4 result of the componentwise addition.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Addition_" data-uid="Unity.Mathematics.float4x4.op_Addition*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Addition_Unity_Mathematics_float4x4_System_Single_" data-uid="Unity.Mathematics.float4x4.op_Addition(Unity.Mathematics.float4x4,System.Single)">
  operator +(float4x4, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise addition operation on a float4x4 matrix and a float value.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 operator +(float4x4 lhs, float rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Left hand side float4x4 to use to compute componentwise addition.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Right hand side float to use to compute componentwise addition.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>float4x4 result of the componentwise addition.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Addition_" data-uid="Unity.Mathematics.float4x4.op_Addition*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Addition_Unity_Mathematics_float4x4_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.op_Addition(Unity.Mathematics.float4x4,Unity.Mathematics.float4x4)">
  operator +(float4x4, float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise addition operation on two float4x4 matrices.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 operator +(float4x4 lhs, float4x4 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Left hand side float4x4 to use to compute componentwise addition.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Right hand side float4x4 to use to compute componentwise addition.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>float4x4 result of the componentwise addition.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Decrement_" data-uid="Unity.Mathematics.float4x4.op_Decrement*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Decrement_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.op_Decrement(Unity.Mathematics.float4x4)">
  operator --(float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise decrement operation on a float4x4 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 operator --(float4x4 val)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>val</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Value to use when computing the componentwise decrement.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>float4x4 result of the componentwise decrement.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Division_" data-uid="Unity.Mathematics.float4x4.op_Division*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Division_System_Single_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.op_Division(System.Single,Unity.Mathematics.float4x4)">
  operator /(float, float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise division operation on a float value and a float4x4 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 operator /(float lhs, float4x4 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Left hand side float to use to compute componentwise division.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Right hand side float4x4 to use to compute componentwise division.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>float4x4 result of the componentwise division.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Division_" data-uid="Unity.Mathematics.float4x4.op_Division*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Division_Unity_Mathematics_float4x4_System_Single_" data-uid="Unity.Mathematics.float4x4.op_Division(Unity.Mathematics.float4x4,System.Single)">
  operator /(float4x4, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise division operation on a float4x4 matrix and a float value.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 operator /(float4x4 lhs, float rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Left hand side float4x4 to use to compute componentwise division.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Right hand side float to use to compute componentwise division.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>float4x4 result of the componentwise division.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Division_" data-uid="Unity.Mathematics.float4x4.op_Division*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Division_Unity_Mathematics_float4x4_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.op_Division(Unity.Mathematics.float4x4,Unity.Mathematics.float4x4)">
  operator /(float4x4, float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise division operation on two float4x4 matrices.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 operator /(float4x4 lhs, float4x4 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Left hand side float4x4 to use to compute componentwise division.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Right hand side float4x4 to use to compute componentwise division.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>float4x4 result of the componentwise division.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Equality_" data-uid="Unity.Mathematics.float4x4.op_Equality*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Equality_System_Single_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.op_Equality(System.Single,Unity.Mathematics.float4x4)">
  operator ==(float, float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise equality operation on a float value and a float4x4 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool4x4 operator ==(float lhs, float4x4 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Left hand side float to use to compute componentwise equality.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Right hand side float4x4 to use to compute componentwise equality.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool4x4.html">bool4x4</a></dt>
    <dd><p>bool4x4 result of the componentwise equality.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Equality_" data-uid="Unity.Mathematics.float4x4.op_Equality*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Equality_Unity_Mathematics_float4x4_System_Single_" data-uid="Unity.Mathematics.float4x4.op_Equality(Unity.Mathematics.float4x4,System.Single)">
  operator ==(float4x4, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise equality operation on a float4x4 matrix and a float value.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool4x4 operator ==(float4x4 lhs, float rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Left hand side float4x4 to use to compute componentwise equality.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Right hand side float to use to compute componentwise equality.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool4x4.html">bool4x4</a></dt>
    <dd><p>bool4x4 result of the componentwise equality.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Equality_" data-uid="Unity.Mathematics.float4x4.op_Equality*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Equality_Unity_Mathematics_float4x4_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.op_Equality(Unity.Mathematics.float4x4,Unity.Mathematics.float4x4)">
  operator ==(float4x4, float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise equality operation on two float4x4 matrices.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool4x4 operator ==(float4x4 lhs, float4x4 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Left hand side float4x4 to use to compute componentwise equality.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Right hand side float4x4 to use to compute componentwise equality.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool4x4.html">bool4x4</a></dt>
    <dd><p>bool4x4 result of the componentwise equality.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Explicit_" data-uid="Unity.Mathematics.float4x4.op_Explicit*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Explicit_System_Boolean__Unity_Mathematics_float4x4" data-uid="Unity.Mathematics.float4x4.op_Explicit(System.Boolean)~Unity.Mathematics.float4x4">
  explicit operator float4x4(bool)
  
  </h3>

  <div class="markdown level1 summary"><p>Explicitly converts a single bool value to a float4x4 matrix by converting it to float and assigning it to every component.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static explicit operator float4x4(bool v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.boolean">bool</a></dt>
    <dd><p>bool to convert to float4x4</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Converted value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Explicit_" data-uid="Unity.Mathematics.float4x4.op_Explicit*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Explicit_System_Double__Unity_Mathematics_float4x4" data-uid="Unity.Mathematics.float4x4.op_Explicit(System.Double)~Unity.Mathematics.float4x4">
  explicit operator float4x4(double)
  
  </h3>

  <div class="markdown level1 summary"><p>Explicitly converts a single double value to a float4x4 matrix by converting it to float and assigning it to every component.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static explicit operator float4x4(double v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.double">double</a></dt>
    <dd><p>double to convert to float4x4</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Converted value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Explicit_" data-uid="Unity.Mathematics.float4x4.op_Explicit*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Explicit_Unity_Mathematics_bool4x4__Unity_Mathematics_float4x4" data-uid="Unity.Mathematics.float4x4.op_Explicit(Unity.Mathematics.bool4x4)~Unity.Mathematics.float4x4">
  explicit operator float4x4(bool4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Explicitly converts a bool4x4 matrix to a float4x4 matrix by componentwise conversion.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static explicit operator float4x4(bool4x4 v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="Unity.Mathematics.bool4x4.html">bool4x4</a></dt>
    <dd><p>bool4x4 to convert to float4x4</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Converted value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Explicit_" data-uid="Unity.Mathematics.float4x4.op_Explicit*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Explicit_Unity_Mathematics_double4x4__Unity_Mathematics_float4x4" data-uid="Unity.Mathematics.float4x4.op_Explicit(Unity.Mathematics.double4x4)~Unity.Mathematics.float4x4">
  explicit operator float4x4(double4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Explicitly converts a double4x4 matrix to a float4x4 matrix by componentwise conversion.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static explicit operator float4x4(double4x4 v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="Unity.Mathematics.double4x4.html">double4x4</a></dt>
    <dd><p>double4x4 to convert to float4x4</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Converted value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_GreaterThan_" data-uid="Unity.Mathematics.float4x4.op_GreaterThan*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_GreaterThan_System_Single_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.op_GreaterThan(System.Single,Unity.Mathematics.float4x4)">
  operator &gt;(float, float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise greater than operation on a float value and a float4x4 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool4x4 operator &gt;(float lhs, float4x4 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Left hand side float to use to compute componentwise greater than.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Right hand side float4x4 to use to compute componentwise greater than.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool4x4.html">bool4x4</a></dt>
    <dd><p>bool4x4 result of the componentwise greater than.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_GreaterThan_" data-uid="Unity.Mathematics.float4x4.op_GreaterThan*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_GreaterThan_Unity_Mathematics_float4x4_System_Single_" data-uid="Unity.Mathematics.float4x4.op_GreaterThan(Unity.Mathematics.float4x4,System.Single)">
  operator &gt;(float4x4, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise greater than operation on a float4x4 matrix and a float value.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool4x4 operator &gt;(float4x4 lhs, float rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Left hand side float4x4 to use to compute componentwise greater than.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Right hand side float to use to compute componentwise greater than.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool4x4.html">bool4x4</a></dt>
    <dd><p>bool4x4 result of the componentwise greater than.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_GreaterThan_" data-uid="Unity.Mathematics.float4x4.op_GreaterThan*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_GreaterThan_Unity_Mathematics_float4x4_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.op_GreaterThan(Unity.Mathematics.float4x4,Unity.Mathematics.float4x4)">
  operator &gt;(float4x4, float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise greater than operation on two float4x4 matrices.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool4x4 operator &gt;(float4x4 lhs, float4x4 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Left hand side float4x4 to use to compute componentwise greater than.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Right hand side float4x4 to use to compute componentwise greater than.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool4x4.html">bool4x4</a></dt>
    <dd><p>bool4x4 result of the componentwise greater than.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_GreaterThanOrEqual_" data-uid="Unity.Mathematics.float4x4.op_GreaterThanOrEqual*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_GreaterThanOrEqual_System_Single_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.op_GreaterThanOrEqual(System.Single,Unity.Mathematics.float4x4)">
  operator &gt;=(float, float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise greater or equal operation on a float value and a float4x4 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool4x4 operator &gt;=(float lhs, float4x4 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Left hand side float to use to compute componentwise greater or equal.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Right hand side float4x4 to use to compute componentwise greater or equal.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool4x4.html">bool4x4</a></dt>
    <dd><p>bool4x4 result of the componentwise greater or equal.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_GreaterThanOrEqual_" data-uid="Unity.Mathematics.float4x4.op_GreaterThanOrEqual*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_GreaterThanOrEqual_Unity_Mathematics_float4x4_System_Single_" data-uid="Unity.Mathematics.float4x4.op_GreaterThanOrEqual(Unity.Mathematics.float4x4,System.Single)">
  operator &gt;=(float4x4, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise greater or equal operation on a float4x4 matrix and a float value.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool4x4 operator &gt;=(float4x4 lhs, float rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Left hand side float4x4 to use to compute componentwise greater or equal.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Right hand side float to use to compute componentwise greater or equal.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool4x4.html">bool4x4</a></dt>
    <dd><p>bool4x4 result of the componentwise greater or equal.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_GreaterThanOrEqual_" data-uid="Unity.Mathematics.float4x4.op_GreaterThanOrEqual*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_GreaterThanOrEqual_Unity_Mathematics_float4x4_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.op_GreaterThanOrEqual(Unity.Mathematics.float4x4,Unity.Mathematics.float4x4)">
  operator &gt;=(float4x4, float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise greater or equal operation on two float4x4 matrices.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool4x4 operator &gt;=(float4x4 lhs, float4x4 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Left hand side float4x4 to use to compute componentwise greater or equal.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Right hand side float4x4 to use to compute componentwise greater or equal.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool4x4.html">bool4x4</a></dt>
    <dd><p>bool4x4 result of the componentwise greater or equal.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Implicit_" data-uid="Unity.Mathematics.float4x4.op_Implicit*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Implicit_System_Int32__Unity_Mathematics_float4x4" data-uid="Unity.Mathematics.float4x4.op_Implicit(System.Int32)~Unity.Mathematics.float4x4">
  implicit operator float4x4(int)
  
  </h3>

  <div class="markdown level1 summary"><p>Implicitly converts a single int value to a float4x4 matrix by converting it to float and assigning it to every component.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static implicit operator float4x4(int v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.int32">int</a></dt>
    <dd><p>int to convert to float4x4</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Converted value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Implicit_" data-uid="Unity.Mathematics.float4x4.op_Implicit*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Implicit_System_Single__Unity_Mathematics_float4x4" data-uid="Unity.Mathematics.float4x4.op_Implicit(System.Single)~Unity.Mathematics.float4x4">
  implicit operator float4x4(float)
  
  </h3>

  <div class="markdown level1 summary"><p>Implicitly converts a single float value to a float4x4 matrix by assigning it to every component.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static implicit operator float4x4(float v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>float to convert to float4x4</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Converted value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Implicit_" data-uid="Unity.Mathematics.float4x4.op_Implicit*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Implicit_System_UInt32__Unity_Mathematics_float4x4" data-uid="Unity.Mathematics.float4x4.op_Implicit(System.UInt32)~Unity.Mathematics.float4x4">
  implicit operator float4x4(uint)
  
  </h3>

  <div class="markdown level1 summary"><p>Implicitly converts a single uint value to a float4x4 matrix by converting it to float and assigning it to every component.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static implicit operator float4x4(uint v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.uint32">uint</a></dt>
    <dd><p>uint to convert to float4x4</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Converted value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Implicit_" data-uid="Unity.Mathematics.float4x4.op_Implicit*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Implicit_Unity_Mathematics_int4x4__Unity_Mathematics_float4x4" data-uid="Unity.Mathematics.float4x4.op_Implicit(Unity.Mathematics.int4x4)~Unity.Mathematics.float4x4">
  implicit operator float4x4(int4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Implicitly converts a int4x4 matrix to a float4x4 matrix by componentwise conversion.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static implicit operator float4x4(int4x4 v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="Unity.Mathematics.int4x4.html">int4x4</a></dt>
    <dd><p>int4x4 to convert to float4x4</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Converted value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Implicit_" data-uid="Unity.Mathematics.float4x4.op_Implicit*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Implicit_Unity_Mathematics_uint4x4__Unity_Mathematics_float4x4" data-uid="Unity.Mathematics.float4x4.op_Implicit(Unity.Mathematics.uint4x4)~Unity.Mathematics.float4x4">
  implicit operator float4x4(uint4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Implicitly converts a uint4x4 matrix to a float4x4 matrix by componentwise conversion.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static implicit operator float4x4(uint4x4 v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="Unity.Mathematics.uint4x4.html">uint4x4</a></dt>
    <dd><p>uint4x4 to convert to float4x4</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Converted value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Increment_" data-uid="Unity.Mathematics.float4x4.op_Increment*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Increment_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.op_Increment(Unity.Mathematics.float4x4)">
  operator ++(float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise increment operation on a float4x4 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 operator ++(float4x4 val)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>val</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Value to use when computing the componentwise increment.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>float4x4 result of the componentwise increment.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Inequality_" data-uid="Unity.Mathematics.float4x4.op_Inequality*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Inequality_System_Single_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.op_Inequality(System.Single,Unity.Mathematics.float4x4)">
  operator !=(float, float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise not equal operation on a float value and a float4x4 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool4x4 operator !=(float lhs, float4x4 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Left hand side float to use to compute componentwise not equal.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Right hand side float4x4 to use to compute componentwise not equal.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool4x4.html">bool4x4</a></dt>
    <dd><p>bool4x4 result of the componentwise not equal.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Inequality_" data-uid="Unity.Mathematics.float4x4.op_Inequality*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Inequality_Unity_Mathematics_float4x4_System_Single_" data-uid="Unity.Mathematics.float4x4.op_Inequality(Unity.Mathematics.float4x4,System.Single)">
  operator !=(float4x4, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise not equal operation on a float4x4 matrix and a float value.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool4x4 operator !=(float4x4 lhs, float rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Left hand side float4x4 to use to compute componentwise not equal.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Right hand side float to use to compute componentwise not equal.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool4x4.html">bool4x4</a></dt>
    <dd><p>bool4x4 result of the componentwise not equal.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Inequality_" data-uid="Unity.Mathematics.float4x4.op_Inequality*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Inequality_Unity_Mathematics_float4x4_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.op_Inequality(Unity.Mathematics.float4x4,Unity.Mathematics.float4x4)">
  operator !=(float4x4, float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise not equal operation on two float4x4 matrices.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool4x4 operator !=(float4x4 lhs, float4x4 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Left hand side float4x4 to use to compute componentwise not equal.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Right hand side float4x4 to use to compute componentwise not equal.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool4x4.html">bool4x4</a></dt>
    <dd><p>bool4x4 result of the componentwise not equal.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_LessThan_" data-uid="Unity.Mathematics.float4x4.op_LessThan*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_LessThan_System_Single_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.op_LessThan(System.Single,Unity.Mathematics.float4x4)">
  operator &lt;(float, float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise less than operation on a float value and a float4x4 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool4x4 operator &lt;(float lhs, float4x4 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Left hand side float to use to compute componentwise less than.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Right hand side float4x4 to use to compute componentwise less than.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool4x4.html">bool4x4</a></dt>
    <dd><p>bool4x4 result of the componentwise less than.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_LessThan_" data-uid="Unity.Mathematics.float4x4.op_LessThan*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_LessThan_Unity_Mathematics_float4x4_System_Single_" data-uid="Unity.Mathematics.float4x4.op_LessThan(Unity.Mathematics.float4x4,System.Single)">
  operator &lt;(float4x4, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise less than operation on a float4x4 matrix and a float value.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool4x4 operator &lt;(float4x4 lhs, float rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Left hand side float4x4 to use to compute componentwise less than.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Right hand side float to use to compute componentwise less than.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool4x4.html">bool4x4</a></dt>
    <dd><p>bool4x4 result of the componentwise less than.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_LessThan_" data-uid="Unity.Mathematics.float4x4.op_LessThan*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_LessThan_Unity_Mathematics_float4x4_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.op_LessThan(Unity.Mathematics.float4x4,Unity.Mathematics.float4x4)">
  operator &lt;(float4x4, float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise less than operation on two float4x4 matrices.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool4x4 operator &lt;(float4x4 lhs, float4x4 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Left hand side float4x4 to use to compute componentwise less than.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Right hand side float4x4 to use to compute componentwise less than.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool4x4.html">bool4x4</a></dt>
    <dd><p>bool4x4 result of the componentwise less than.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_LessThanOrEqual_" data-uid="Unity.Mathematics.float4x4.op_LessThanOrEqual*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_LessThanOrEqual_System_Single_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.op_LessThanOrEqual(System.Single,Unity.Mathematics.float4x4)">
  operator &lt;=(float, float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise less or equal operation on a float value and a float4x4 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool4x4 operator &lt;=(float lhs, float4x4 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Left hand side float to use to compute componentwise less or equal.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Right hand side float4x4 to use to compute componentwise less or equal.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool4x4.html">bool4x4</a></dt>
    <dd><p>bool4x4 result of the componentwise less or equal.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_LessThanOrEqual_" data-uid="Unity.Mathematics.float4x4.op_LessThanOrEqual*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_LessThanOrEqual_Unity_Mathematics_float4x4_System_Single_" data-uid="Unity.Mathematics.float4x4.op_LessThanOrEqual(Unity.Mathematics.float4x4,System.Single)">
  operator &lt;=(float4x4, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise less or equal operation on a float4x4 matrix and a float value.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool4x4 operator &lt;=(float4x4 lhs, float rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Left hand side float4x4 to use to compute componentwise less or equal.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Right hand side float to use to compute componentwise less or equal.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool4x4.html">bool4x4</a></dt>
    <dd><p>bool4x4 result of the componentwise less or equal.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_LessThanOrEqual_" data-uid="Unity.Mathematics.float4x4.op_LessThanOrEqual*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_LessThanOrEqual_Unity_Mathematics_float4x4_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.op_LessThanOrEqual(Unity.Mathematics.float4x4,Unity.Mathematics.float4x4)">
  operator &lt;=(float4x4, float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise less or equal operation on two float4x4 matrices.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool4x4 operator &lt;=(float4x4 lhs, float4x4 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Left hand side float4x4 to use to compute componentwise less or equal.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Right hand side float4x4 to use to compute componentwise less or equal.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool4x4.html">bool4x4</a></dt>
    <dd><p>bool4x4 result of the componentwise less or equal.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Modulus_" data-uid="Unity.Mathematics.float4x4.op_Modulus*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Modulus_System_Single_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.op_Modulus(System.Single,Unity.Mathematics.float4x4)">
  operator %(float, float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise modulus operation on a float value and a float4x4 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 operator %(float lhs, float4x4 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Left hand side float to use to compute componentwise modulus.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Right hand side float4x4 to use to compute componentwise modulus.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>float4x4 result of the componentwise modulus.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Modulus_" data-uid="Unity.Mathematics.float4x4.op_Modulus*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Modulus_Unity_Mathematics_float4x4_System_Single_" data-uid="Unity.Mathematics.float4x4.op_Modulus(Unity.Mathematics.float4x4,System.Single)">
  operator %(float4x4, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise modulus operation on a float4x4 matrix and a float value.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 operator %(float4x4 lhs, float rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Left hand side float4x4 to use to compute componentwise modulus.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Right hand side float to use to compute componentwise modulus.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>float4x4 result of the componentwise modulus.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Modulus_" data-uid="Unity.Mathematics.float4x4.op_Modulus*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Modulus_Unity_Mathematics_float4x4_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.op_Modulus(Unity.Mathematics.float4x4,Unity.Mathematics.float4x4)">
  operator %(float4x4, float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise modulus operation on two float4x4 matrices.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 operator %(float4x4 lhs, float4x4 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Left hand side float4x4 to use to compute componentwise modulus.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Right hand side float4x4 to use to compute componentwise modulus.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>float4x4 result of the componentwise modulus.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Multiply_" data-uid="Unity.Mathematics.float4x4.op_Multiply*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Multiply_System_Single_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.op_Multiply(System.Single,Unity.Mathematics.float4x4)">
  operator *(float, float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise multiplication operation on a float value and a float4x4 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 operator *(float lhs, float4x4 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Left hand side float to use to compute componentwise multiplication.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Right hand side float4x4 to use to compute componentwise multiplication.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>float4x4 result of the componentwise multiplication.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Multiply_" data-uid="Unity.Mathematics.float4x4.op_Multiply*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Multiply_Unity_Mathematics_float4x4_System_Single_" data-uid="Unity.Mathematics.float4x4.op_Multiply(Unity.Mathematics.float4x4,System.Single)">
  operator *(float4x4, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise multiplication operation on a float4x4 matrix and a float value.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 operator *(float4x4 lhs, float rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Left hand side float4x4 to use to compute componentwise multiplication.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Right hand side float to use to compute componentwise multiplication.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>float4x4 result of the componentwise multiplication.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Multiply_" data-uid="Unity.Mathematics.float4x4.op_Multiply*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Multiply_Unity_Mathematics_float4x4_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.op_Multiply(Unity.Mathematics.float4x4,Unity.Mathematics.float4x4)">
  operator *(float4x4, float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise multiplication operation on two float4x4 matrices.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 operator *(float4x4 lhs, float4x4 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Left hand side float4x4 to use to compute componentwise multiplication.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Right hand side float4x4 to use to compute componentwise multiplication.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>float4x4 result of the componentwise multiplication.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Subtraction_" data-uid="Unity.Mathematics.float4x4.op_Subtraction*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Subtraction_System_Single_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.op_Subtraction(System.Single,Unity.Mathematics.float4x4)">
  operator -(float, float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise subtraction operation on a float value and a float4x4 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 operator -(float lhs, float4x4 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Left hand side float to use to compute componentwise subtraction.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Right hand side float4x4 to use to compute componentwise subtraction.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>float4x4 result of the componentwise subtraction.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Subtraction_" data-uid="Unity.Mathematics.float4x4.op_Subtraction*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Subtraction_Unity_Mathematics_float4x4_System_Single_" data-uid="Unity.Mathematics.float4x4.op_Subtraction(Unity.Mathematics.float4x4,System.Single)">
  operator -(float4x4, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise subtraction operation on a float4x4 matrix and a float value.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 operator -(float4x4 lhs, float rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Left hand side float4x4 to use to compute componentwise subtraction.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Right hand side float to use to compute componentwise subtraction.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>float4x4 result of the componentwise subtraction.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_Subtraction_" data-uid="Unity.Mathematics.float4x4.op_Subtraction*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_Subtraction_Unity_Mathematics_float4x4_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.op_Subtraction(Unity.Mathematics.float4x4,Unity.Mathematics.float4x4)">
  operator -(float4x4, float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise subtraction operation on two float4x4 matrices.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 operator -(float4x4 lhs, float4x4 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Left hand side float4x4 to use to compute componentwise subtraction.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Right hand side float4x4 to use to compute componentwise subtraction.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>float4x4 result of the componentwise subtraction.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_UnaryNegation_" data-uid="Unity.Mathematics.float4x4.op_UnaryNegation*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_UnaryNegation_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.op_UnaryNegation(Unity.Mathematics.float4x4)">
  operator -(float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise unary minus operation on a float4x4 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 operator -(float4x4 val)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>val</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Value to use when computing the componentwise unary minus.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>float4x4 result of the componentwise unary minus.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float4x4_op_UnaryPlus_" data-uid="Unity.Mathematics.float4x4.op_UnaryPlus*"></a>

  <h3 id="Unity_Mathematics_float4x4_op_UnaryPlus_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float4x4.op_UnaryPlus(Unity.Mathematics.float4x4)">
  operator +(float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise unary plus operation on a float4x4 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float4x4 operator +(float4x4 val)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>val</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>Value to use when computing the componentwise unary plus.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>float4x4 result of the componentwise unary plus.</p>
</dd>
  </dl>












</article>


        
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